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x3kj

Freeze when custom unit is hit

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Can Somebody help me? My custom unit freezes the game if something fires at it :oh:

I used the example model and "B_Soldier_base_F" from characters_f/Blufor/config as guides and i can't find the error...

class CfgPatches {
class k_modmain {
	units[] = {"S_Test_autogun"};
	weapons[] = {};
	requiredVersion = 0.1;
	requiredAddons[]={"A3_Characters_F"};
};
};

class UniformSlotInfo;



class CfgVehicles {	
class Man;
class CAManBase: Man
{
	class AnimationSources;
	class HitPoints
	{
		class HitHead;
		class HitBody;
		class HitHands;
		class HitLegs;
	};
};

class SoldierWB: CAManBase
{
	threat[]={1,0.1,0.1};
};


class S_Human_Base: SoldierWB {
	_generalMacro="S_Human_Base";
	expansion=1;
	identityTypes[]={"LanguageENG_F","Head_NATO","G_NATO_default"};
	icon="iconMan";
	portrait="";
	picture="";

	faceType = Man_A3; /// this soldier is going to use standard faces
	vehicleClass = Men; /// Should be listed under Men
	scope=0;
	nakedUniform="U_BasicBody";
	uniformClass="U_B_CombatUniform_mcam";	/// standard uniform used by this soldier, there is a special one defined later
	class UniformInfo	{		
		class SlotsInfo	{
			class NVG: UniformSlotInfo	{slotType=602;};
			class Scuba: UniformSlotInfo{slotType=604;};
			class Googles: UniformSlotInfo{slotType=603;};
			class Headgear: UniformSlotInfo{slotType=605;};
		};
	};

	model="\A3\characters_F\BLUFOR\b_soldier_01.p3d";
	hiddenSelections[]=	{"Camo"};/// selection defined in sections of model that may have texture and materials changed by setObjectTexture or next parameter
	hiddenSelectionsTextures[]={"\a3\characters_f\blufor\data\clothing1_co.paa"};/// what texture does this soldier use for camo selection


	class HitPoints: HitPoints {
		class HitHead:HitHead {armor = 1;}; /// default soldier doesn't have any head armour, uses helmet
		class HitBody:HitBody {armor = 1;}; /// default soldier doesn't have protective uniform on body, uses vest
		class HitHands: HitHands {armor = 1;}; /// some protection for hands by uniform
		class HitLegs: HitLegs {armor = 1;}; /// some protection for legs by uniform
		};

	class Wounds
	{
		tex[]={};
		mat[]=
		{
			"A3\Characters_F\BLUFOR\Data\clothing1.rvmat",
			"A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat",
			"A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat",
			"A3\Characters_F\Common\Data\basicbody.rvmat",
			"A3\Characters_F\Common\Data\basicbody_injury.rvmat",
			"A3\Characters_F\Common\Data\basicbody_injury.rvmat",
			"A3\characters_f\common\data\coveralls.rvmat",
			"A3\Characters_F\Common\Data\coveralls_injury.rvmat",
			"A3\Characters_F\Common\Data\coveralls_injury.rvmat",
			"A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat",
			"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
			"A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat",
			"A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat",
			"A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
			"A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat",
			"A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat",
			"A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
			"A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat",
			"A3\Characters_F\Heads\Data\hl_white_old.rvmat",
			"A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
			"A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat",
			"A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat",
			"A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat",
			"A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"
		};
	};



	///AI
	accuracy=2.3;
	sensitivity=3;
	camouflage=1.4;
	minFireTime=7;
	cost=100000;
	canCarryBackPack=1;
};


class S_Base: S_Human_Base {


side = 1; 
faction = BLU_F; 
genericNames = "NATOMen";


scope=0;
camouflage=1.2;
cost=90000;

weapons[] = {"Throw", "Put"}; 
respawnWeapons[] = {"Throw", "Put"};
Items[] = {"FirstAidKit","FirstAidKit"};
RespawnItems[] = {"FirstAidKit","FirstAidKit"};
linkedItems[]={"G_helmet_type1_test","V_Rangemaster_belt","ItemMap","ItemCompass","ItemWatch","ItemRadio"};
respawnLinkedItems[]={"G_helmet_type1_test","V_Rangemaster_belt","ItemMap","ItemCompass","ItemWatch","ItemRadio"};

uniformClass="U_B_CombatUniform_mcam_tshirt";
model="\A3\characters_F\BLUFOR\b_soldier_01.p3d";
modelSides[] 	= {3, 1}; 	
};

class S_Test_autogun: S_Base {
	scope=2;
	_generalMacro="_Test_autogun";
	displayName="_Test_autogun";
	uniformClass="U_B_CombatUniform_mcam_vest";
	uniformAccessories[]={};
	weapons[]={"W_autogun_agrip_t2","Throw","Put"};
	respawnWeapons[]={"W_autogun_agrip_t2","Throw","Put"};
	magazines[]= {"M_autogun_825x53_Test1_20Rnd"};
	respawnMagazines[]=	{"M_autogun_825x53_Test1_20Rnd"};
};
};

Edited by Fennek

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I have this problem if my GeoLOD is not setup properly. Please check this first.

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found it

it was a false alarm, the freezing was caused by a faulty gun model, it wasn't complete. I think it was that it lacked usti&konec hlavne in the model and config. The soldier config was correct.

Edited by Fennek

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